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Reacting Games
Reacting games are educational role-playing games set in the past, with a focus on student debates about great texts. History Reacting games developed as a genre of experiential education games in the United States in the late 1990s from work done by Mark Carnes at Barnard College. The prototype for these games is the Reacting to the Past series originally published by Pearson-Longman and currently published by W. W. Norton & Company and the Reacting Consortium Press. This pedagogy was originally developed for use in freshman seminar and history classes and quickly expanded into religion, political science, and science. Unlike the video games that are central to the serious games movement, reacting games rely almost entirely on reading, writing, and speaking. This quality of the games has made them effective for developing academic literacy, noted by the use of the games for English language education in Japan. The dissemination of this pedagogy has largely been through a ...
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Educational Game
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board game, board, card game, card, and video games. As educators, governments, and parents realize the psychological need and benefits that gaming has on learning, this educational tool has become mainstream. Games are interactive play that teach goals, rules, adaptation, problem solving, interaction, all represented as a story. They satisfy a fundamental need to learn by providing enjoyment, passionate involvement, structure, motivation, ego gratification, adrenaline, creativity, social interaction and emotion in the game itself while the lear ...
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Live Action Role-playing Games
A live action role-playing game (LARP) is a form of role-playing game where the participants physically portray their characters.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physical frame. Embodiment means that the physical actions of the player are regarded as those of the character. LARP participants may dress in the costume of their character and carry appropriate physical props (e.g., an 18th century militia LARP participant may wear a military uniform and carry a musket). Whereas in a RPG played by a group sitting around a table, players describe the actions of their characters (e.g., "I run to stand beside my friend"); in an equivalent situation in a LARP, a player would physically run to the appropriate point within the game space." The players pursue goals within a fictional setting represented by real-world envi ...
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University Of North Carolina Press
The University of North Carolina Press (or UNC Press), founded in 1922, is a not-for-profit university press associated with the University of North Carolina. It was the first university press founded in the southern United States. It is a member of the Association of University Presses (AUPresses) and publishes both scholarly and general-interest publications, as well as academic journals, in subjects that include southern/US history, military history, political science, gender studies, religion, Latin American/Caribbean studies, sociology, food studies, and books of regional interest. It receives some financial support from the state of North Carolina and an endowment fund. Its office is located in Chapel Hill. History In 2006, UNC Press started the distribution company Longleaf Services as an affiliate. See also * List of English-language book publishing companies * List of university presses References External links * Longleaf Services
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The Chronicle Of Higher Education
''The Chronicle of Higher Education'' is an American newspaper and website that presents news, information, and jobs for college and university faculty and student affairs professionals, including staff members and administrators. A subscription is required to read some articles. ''The Chronicle'' is based in Washington, D.C., and is a major news service covering U.S. academia. It is published every weekday online and appears weekly in print except for every other week in May, June, July, and August and the last three weeks in December. In print, ''The Chronicle'' is published in two sections: Section A with news, section B with job listings, and ''The Chronicle Review,'' a magazine of arts and ideas. It also publishes Arts & Letters Daily. History In 1957, Corbin Gwaltney, founder and editor of the alumni magazine at Johns Hopkins University in Baltimore, joined with editors from magazines of several other colleges and universities for an editorial project to investigate ...
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Emissions Trading
Emissions trading is a market-oriented approach to controlling pollution by providing economic incentives for reducing the emissions of pollutants. The concept is also known as cap and trade (CAT) or emissions trading scheme (ETS). One prominent example is carbon emission trading for and other greenhouse gases which is a tool for climate change mitigation. Other schemes include sulfur dioxide and other pollutants. In an emissions trading scheme, a central authority or governmental body allocates or sells a limited number (a "cap") of permits that allow a discharge of a specific quantity of a specific pollutant over a set time period. Polluters are required to hold permits in amount equal to their emissions. Polluters that want to increase their emissions must buy permits from others willing to sell them. Emissions trading is a type of flexible environmental regulation that allows organizations and markets to decide how best to meet policy targets. This is in contrast to comma ...
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Simulations And Games In Economics Education
A simulation game is "a game that contains a mixture of skill, chance, and strategy to simulate an aspect of reality, such as a stock exchange". Similarly, Finnish author Virpi Ruohomäki states that "a simulation game combines the features of a game (competition, cooperation, rules, participants, roles) with those of a simulation (incorporation of critical features of reality). A game is a simulation game if its rules refer to an empirical model of reality". A properly built simulation game used to teach or learn economics would closely follow the assumptions and rules of the theoretical models within this discipline. __TOC__ In economics education Economics education studies recommend the adoption of more active and collaborative learning methodologies (Greenlaw, 1999). Simkins (1999) stated "… ''teaching practices, which rely heavily on the lecture format, are not doing enough to develop students' cognitive learning skills, attract good students to economics, and motivat ...
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Simulation Video Game
Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, prediction, or entertainment. Usually there are no strictly defined goals in the game, and the player is allowed to control a character or environment freely. Well-known examples are military exercise, war games, business games, and role play simulation. From three basic types of strategic, planning, and learning exercises: games, simulations, and case studies, a number of hybrids may be considered, including simulation games that are used as case studies. Comparisons of the merits of simulation games versus other teaching techniques have been carried out by many researchers and a number of comprehensive reviews have been published. Subgenres Construction and management simulation Construction and management simu ...
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Wargaming
A normal wargame is a strategy game in which two or more players command opposing armed forces in a simulation of an armed conflict. Wargaming may be played for recreation, to train military officers in the art of strategic thinking, or to study the nature of potential conflicts. Many wargames re-create specific historic battles, and can cover either whole wars, or any campaigns, battles, or lower-level engagements within them. Many simulate land combat, but there are wargames for naval, air combat, and cyber conflicts, as well as many that combine various domains. There is ambiguity as to whether or not activities where participants physically perform mock combat actions (e.g. friendly warships firing dummy rounds at each other) are considered wargames. It is common terminology for a military's field training exercises to be referred to as "live wargames", but certain institutions such as the US Navy do not accept this.''War Gamer's Handbook'' (US Naval War College), p. 4 ...
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Model UN
Model United Nations, also known as Model UN (MUN), is an educational simulation of the United Nations, which teaches students about diplomacy, international relations, global issues, and how the United Nations is run. During a model UN conference, delegates assume the roles of representatives of countries, organizations, or individuals to collaborate and present global issues. MUN fosters skills in research, public speaking, debating, writing, critical thinking, teamwork, and leadership. While MUN is primarily an extracurricular activity, some schools integrate it into their curriculum as a class. Its purpose is to deepen understanding of global issues and encourage civic engagement. Delegates prepare for conferences by conducting research, drafting position papers, and formulating policy proposals. These are discussed and amended during sessions, culminating in drafting and voting on written policies called "resolution papers." Awards are often presented to recognize except ...
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Debate
Debate is a process that involves formal discourse, discussion, and oral addresses on a particular topic or collection of topics, often with a moderator and an audience. In a debate, arguments are put forward for opposing viewpoints. Historically, debates have occurred in public meetings, academic institutions, debate halls, coffeehouses, competitions, and legislative assemblies. Debates have also been conducted for educational and recreational purposes, usually associated with educational establishments and debating societies. These debates emphasize logical consistency, factual accuracy, and emotional appeal to an audience. Modern competitive debate also includes rules for participants to discuss and decide upon the framework of the debate (how it will be judged). The term "debate" may also apply to a more continuous, inclusive, and less formalized process through which issues are explored and resolved across a range of agencies and among the general public. For example, ...
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Case Studies
A case study is an in-depth, detailed examination of a particular case (or cases) within a real-world context. For example, case studies in medicine may focus on an individual patient or ailment; case studies in business might cover a particular firm's strategy or a broader market; similarly, case studies in politics can range from a narrow happening over time like the operations of a specific political campaign, to an enormous undertaking like world war, or more often the policy analysis of real-world problems affecting multiple stakeholders. Generally, a case study can highlight nearly any individual, group, organization, event, belief system, or action. A case study does not necessarily have to be one observation ( N=1), but may include many observations (one or multiple individuals and entities across multiple time periods, all within the same case study). Research projects involving numerous cases are frequently called cross-case research, whereas a study of a single case is ...
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